﻿using UFrame.PD;

namespace UFrame
{
    public class DefineChar
    {
        #region 配置表信息

        //游戏内容相关
        public static int PutCopperTimer = 10; //投币添加的时间

        //游戏内容相关
        public static int CopperConvertTimer = 10; //怪物1金币转换多少子弹

        /// <summary>
        /// 枪击能量槽
        /// </summary>
        public static int MaxLaserEnergy = 100;

        /// <summary>
        /// 切换场景的时间
        /// </summary>
        public static int ChangeSceneTimer = 60;

        /// <summary>
        /// 幽灵船长
        /// </summary>
        public static int BlowMonsterScore = 300;

        /// <summary>
        /// 金博士
        /// </summary>
        public static int PirateMonsterScore = 600;


        /// <summary>
        /// 黑色子弹的威力
        /// </summary>
        public static int BackBallPower = 10;

        /// <summary>
        /// 普通子弹的威力
        /// </summary>
        public static int BulletPower = 1;

        /// <summary>
        /// 火槍的威力
        /// </summary>
        public static int BulletPower2 = 1;

        /// <summary>
        /// 电光抢的威力
        /// </summary>
        public static int BulletPower3 = 1;

        /// <summary>
        /// 火技能
        /// </summary>
        public static int SkillFirePower = 10;

        /// <summary>
        /// 冰技能
        /// </summary>
        public static int SkillIcePower = 10;


        /// <summary>
        /// 无状态
        /// </summary>
        public static int ASNonePower = 0;

        /// <summary>
        /// 火状态
        /// </summary>
        public static int ASFirePower = 10;

        /// <summary>
        /// 冰状态
        /// </summary>
        public static int ASIcePower = 10;

        /// <summary>
        /// 状态持续的时间
        /// </summary>
        public static int ASFireTimer = 5;

        /// <summary>
        /// 状态持续的时间
        /// </summary>
        public static int ASIceTimer = 5;

        /// <summary>
        /// 关卡默认分数
        /// </summary>
        public static int ScreenScore = 100;

        /// <summary>
        /// 操作类型
        /// </summary>
        public static int OperationType = (int)EOperationType.Mouse;


        /// <summary>
        /// 多少秒生成一波
        /// </summary>
        public static float MCreateWaveSpeed = 3f;

        /// <summary>
        /// 创建一个怪物间隔多少秒
        /// </summary>
        public static float MCreateInterval = 2f;

        /// <summary>
        /// 一次多少个
        /// </summary>
        public static float MWaveCount = 5f;

        /// <summary>
        /// 切换场景预先创建多少个
        /// </summary>
        public static float MAdcanceCount = 20f;

        /// <summary>
        //  锁链怪物列表
        /// </summary>
        public static string CMonsterList = "1_2_3_4_5_6_7_8_9";

        /// <summary>
        //  创建锁链一波
        /// </summary>
        public static float CCreateWaveSpeed = 3.5f;

        /// <summary>
        /// 锁链场景的时间
        /// </summary>
        public static int ChangeSceneChainTimer = 60;

        /// <summary>
        /// 黄金场景的时间
        /// </summary>
        public static int ChangeSceneGoldTimer = 60;

        /// <summary>
        /// 创建一个小鸟怪物间隔多少秒
        /// </summary>
        public static float MCreateBirdInterval = 2f;


        /// <summary>
        /// 金博士
        /// </summary>
        public static float PirateShipTimer = 60f;

        public static float PirateShipTimer1 = 10f;
        public static float PirateShipTimer2 = 10f;
        public static float PirateShipTimer3 = 10f;
        public static float BlowTimer = 60f;
        public static int PirateShipScore1 = 60;
        public static int PirateShipScore2 = 60;
        public static int PirateShipScore3 = 60;

        public static int PirateShipAnchorBlood1 = 1;
        public static int PirateShipAnchorBlood2 = 1;
        public static int PirateShipAnchorBlood3 = 1;
        public static int PirateShipAnchorBlood4 = 1;
        public static int PirateShipAnchorBlood5 = 1;
        public static int PirateShipAnchorBlood6 = 1;
        public static int PirateShipAnchorBlood7 = 1;
        public static int PirateShipAnchorBlood8 = 1;
        public static int PirateShipAnchorBlood9 = 1;


        /// <summary>
        /// 一次攻击收到的伤害
        /// </summary>
        public static int PirateShipInjure = 50;

        /// <summary>
        /// 必杀收到的伤害
        /// </summary>
        public static int PirateShipSlay = 1000; //

        //不同子彈扣除的時間
        public static int ButtleSubTimer1 = 1;
        public static int ButtleSubTimer2 = 2;
        public static int ButtleSubTimer3 = 3;

        public static int NotOperationTimer = 20;

        /// <summary>
        /// 超级大炮
        /// </summary>
        public static int SuperGunPower = 10;

        #endregion


        /// <summary>
        /// 总共多少符文石
        /// </summary>
        public static int SumStone = 8;


        public static string ExplainFlyBox = "如果看到宝箱在场景中,击落它就会有相应的道具掉落哦!";
        public static string ExplainGold = "黄金模式是用于打到相应的怪物得到更多的分数";
        public static string ExplainBoss = "当金博士准备攻击的你时候,马上攻击它这样才能对它造成伤害";

        //动作相关
        public const string AnimWalk = "walk";
        public const string AnimAttack = "attack";
        public const string AnimInjure = "injure";
        public const string AnimInjure2 = "injure2";
        public const string AnimDead = "dead";
        public const string AnimAttack1 = "attack1";
        public const string AnimAttack2 = "attack2";
        public const string AnimAttack3 = "attack3";
        public const string AnimJump = "jump";
        public const string AnimDefense = "defense";


        //怪物
        public const string Monster = "Monster";
        public const string BlowMonster = "BlowMonster";
        public const string PirateMonster = "PirateMonster";
        public const string ChestMonster = "ChestMonster";
        public const string ChainMonster = "ChainMonster";


        //场景名称
        public const string scenes_01 = "scenes_01";
        public const string scenes_02 = "scenes_02";
        public const string scenes_03 = "scenes_03";
        public const string scenes_04 = "scenes_04";
        public const string scenes_05 = "scenes_05";
        public const string scenes_system = "System"; //system界面


        //音效
        public const string AdShoot1 = "Shoot1";
        public const string AdShoot2 = "Shoot2";
        public const string AdBackground = "back";
        public const string AdGetCopper = "GetCopper";

        public readonly int CopperByPlayer; //多少金币代表一玩
        public readonly int Ticket; //多少积分代表一票


        //怪物状态
        public const string MSWalk = "MSWalk";
        public const string MSInjure = "MSInjure";
        public const string MSAttack = "MSAttack";
        public const string MSDeath = "MSDeath";
        public const string MSNull = "MSNull";
        public const string MSJump = "MSJump";
        public const string MSDefense = "MSDefense";


        //子弹
        public const string BBlackBall = "BBlackBall";


        //层次
        public const int LayerDefault = 1 << 0;

        //Tag
        public const int TagDefault = 1 << 0;


        //图集名称


        //图片的名称
        public const string SpBoss1 = "Boss1";
        public const string SpBoss2 = "Boss2";

        //Boss
        public const string SpHeadBoss1 = "head1";
        public const string SpHeadBoss2 = "head2";
        public const string SpHeadBoss3 = "head3";
        public const string SpHeadBoss4 = "head4";
        public const string SpHeadBoss5 = "head5";


        //特效相关
        public const string TxFire = "TX_attack_dianqiang01";
        public const string TxLightning = "TX_attack_dianqiang02";

        public const string TxSkillFire = "TxSkillFire";
        public const string TxSkillIce = "TxSkillIce";

        public const string TxBossDead = "TX_death_boss";
        public const string TxTicketFalls = "TX_caipiao";


        //GameObject信息
        public const string GoAttackWall = "AttackWall";
        public const string GoPlayerWall = "PlayerWall";
    }
}